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FlankerDFR

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Everything posted by FlankerDFR

  1. No mods that I'm aware of....................I wish there were as the canned linear main missions are the worst part of the game (once you've played them). Good luck!
  2. I’ve professionally used M4s twice, both had iron sights and A2 style bird cage flash suppressors. One was a semi/3rd burst config, and the other was semi/FA. Both were easy to shoot, and I qualified with them multiple times. I never shot either on burst/FA at more than 25m, and had no difficulty printing 3-5 rd bursts on a human silhouette target at 25m. Neither one recoiled in semi or FA as hard as any of the AK47 variants I’ve shot (never shot a qualification course with one though); all of which I thought were easily controlled in semi and FA when used as intended (no FA beyond 25m). I have not adjusted sway numbers for any of the weapons, and I’m sure (not certain) I didn’t adjust the recoil numbers for the 416/M4, so the numbers below should be what the main mod I’m using came with. <field name="fRightRecoilPerShot" type="Float32">0.34</field> <field name="fVerticalRecoilPerShot" type="Float32">0.68</field> <field name="fLeftRollPerShot" type="Float32">0.34</field> <field name="fRightRollPerShot" type="Float32">0.34</field> <field name="fWeaponSwayHSizeMultiplier" type="Float32">0.1875</field> <field name="fWeaponSwayVSizeMultiplier" type="Float32">0.2344</field> <field name="fWeaponSwayHSpeedMultiplier" type="Float32">0.2</field> <field name="fWeaponSwayVSpeedMultiplier" type="Float32">0.4</field> With the recoil numbers you’ve used for your 416/M4; mercs and pirates will flee screaming in terror from you! LOL! No wait………………………….they’ll be dead and unable to flee! In the end, modeling in game weapon ballistics, handling, etc on their real world counterparts is subjective guesstimation by all of us. As long as you used the same information source (such as world.guns.ru---excellent site; I routinely refer to them), and modeling system to mod your weapons…………you’re on pretty firm ground in my book! I’ve never seen a published M4 cyclic rate that was not between 700-900 RPM. The FA M4 I carried certainly buzzed them off! I’ve got my in game 416 and Bushman set at 840----if I could make my real world weapons cycle like I want……………………they’d all be around 600 RPM as it’s a heck of a lot easier to tap off singles and doubles on FA at that rate.
  3. I watched this video back when....................taught me how to mod the weapon stats. I forgot the part about unlocking weapons..........................and the same folder has the store prices too! Thanks for your help!
  4. Hey! One thing many do not know about military assault rifle caliber cartridges...............they all tumble and create really nasty wounds. It's basic bullet design; long cone shaped projectile that travels with the pointy end first..................most of the weight is in the base though. If you just threw the bullet (obviously no stabilizing spin imparted to it) it would travel heavy end first..............not the light/pointy end. Anyway, all FMJ rifle rounds tend to travel 12-14 inches in soft tissue; they destabilize, then key hole briefly, and travel base/heavy end forward. Assuming they haven't hit any gear, armor equipment, etc on the target, or hit a bone (very common!) traveling though the target. Some bullets are more unstable than others; depending on bullet weight, shape, bullet weight bias, rate of spin, and some other stuff................in the end; they all keyhole then flip. Hitting bones can cause fragmentation, bending, or other effects before, after, or during the tumble/flip. They'll do the same when fired from an MG too. Pistol bullets don't do it though; they're shorter, thicker, and aren't traveling fast enough' I can't give you any of my files; I tried contacting my main mod compendium author to no avail......................and have no permission to mod their work and redistribute it. I won't risk getting in trouble here at the Nexus as it's a cool site and modding and redistributing without permission is a big no no, and I've seen someone get banned from the site (Fallout New Vegas) for doing it. I've never shot an AK74 variant; I've shot dozens of AK47 variants and found all easy to shoot (mild recoil). The Afghani project I was on involved distributing AKs, PKMs, RPKs, RPGs, and S & W MP pistols to Afghan security forces. Got to shoot all of them at one time or another. I was issued PKMs at two different locations as our groups fire support weapon. Long, heavy, dead nuts reliable, fun to shoot (damn thing feeds from the right and ejects left--not very good for right eye dominant shooters like me!). Full auto in an assault rifle caliber was/is intended for multiple targets at close range (inside 25m); contrary to TV, movies, and games......aimed semi auto is the way to go, unless you've got multiple bad guys at close range. How much in game recoil for a given rifles is the correct amount............is hard to say, I based any adjustments on my recollection of my experiences (shooting at known distance at a range), and the only two rifles I adjusted recoil for were the AK and MI16/M1A (the game AK is an AK47 BTW-----magazine shape and color type it as a 47....the muzzle brake is patterned after the AK74 MB-----increasingly common on AK47 variants as it does work well). I wouldn't worry too much about how much an particular accessory reduces recoil...........if you think the weapon is kicking too much.....................dial that number down in the command line I showed you above. I converted the AK and MP5 from full to semi auto. They worked perfect except for there was NO SOUND???? Couldn't ever figure that out, and converted them back to full auto.......................they work/sound fine now. (&%^*&^!!!!! Here's how I modded weapon ballistics. I read a post by one of the real modders over at Ubisoft Forums on how to use the Dunia 2 tool. The post listed the vanilla damage value on the .45 auto pistol as 50. If you don't already know it..........game weapon damages are listed as: BaseDamage in the: .............entitylibrary/WeaponProperties/FC3 file: line: <field name="fLevel" type="Float32">182</field> Lest you think I'm beating up on poor helpless enemy NPCs........................I adjusted all NPC weapons to the same values as mine. I adjusted all the range properties for each weapon as noted above based on my knowledge/experience with of each weapon. I changed my R700 to 300 Winchester Magnum ballistics, the Z93 to .338 Lapua Magnum, and the Z93 AMR to the 50 BMG Raufauss APHEI ballistics. Take my word for it..........................I'm very wary of enemy DSHKA gun trucks now.........................LOL! Death incarnate!!!! If you get bored playing around with the stock weapon calibers here are some more options: FYI: The following weapons will convert in real life to the following calibers: MP5 to .40 S & W and .357 SIG P416 to 6.8 SPC or 6.5 Grendal (don't forget to adjust mag capacities and recoil accordingly) KSVs to 400 Cor Bon Hunter revolvers to .454 Casull (adjust recoil UP! and capacity down to 5 rounds) I looked up all the game weapon cartridges on Wikipedia. If the 230 grain 45 ACP ball round (standard US military 45 round) delivered 352 ft/lbs of muzzle energy and = a damage value of 50.........it was easy enough to convert all the other cartridges/weapons accordingly (sticking to mil standard loadings whenever possible, and being cognizant of Wikipedia test barrel lengths vs in game weapon barrel lengths as barrel length would affect muzzle energy/damage values) as percentages above or below the 352 ft/lb=50 damage figure. I also modded the piercing values of the enemy NPCs in the: entitylibrary/FC3_NPC/Merc file to correspond to the more powerful weapons. I made them less pierceable to bullets.......there are separate factors for heads, torsos, and limbs. I made my changes based on the apparent level of armor of enemy NPC types. The piercing values are in the: <object name="CFCXCountersComponentAI"> parameters in the lines: <field name="fHeadArmorPierceStimModifier" type="Float32">1</field> </object> <object name="Torso"> <field name="fTorsoArmorPierceStimModifier" type="Float32">0.5</field> </object> <object name="Legs"> <field name="fLegsArmorPierceStimModifier" type="Float32">0.25</field> After playing the game for quite a while....................it was apparent I was dropping enemies way too easily, even after increasing their piercing resistance (decreasing the numerical values). So, I stepped the .45 auto pistol back to a base damage of 40 (a 20% reduction from 50) and dropped all other BaseDamages by 20% except the Z93 and Z93 AMR. I'll check back in in a day or so, in case you've got any other questions. This forum is pretty dead as of late; I've got several questions of my own I'd like to run by one of the real modders. Good luck, hope some of this helped!
  5. I agree with you on the in game (both vanilla and "most" of the mods) recoil issue. Weapon recoil is a combination of weapon type, weight, design, cartridge/caliber, bullet weight, powder charge, shooter skill level, stance, physical and MENTAL condition ........................and some other stuff. Someone like our character (Jason); mid twenties and in excellent physical condition would be more than physically able to handle the assault rifles (the MI16/M1A is NOT an assault rifle despite being put into that category). It's a battle rifle as it fires a full power 30 caliber round). Despite being physically ready to "rock the guns"; unless Jason had someone schooling him in proper shooting/movement/tactical technique....................it's hard saying how good he'd be at handling the recoil, let alone how accurate he'd be in combat. You're correct about suppressors also. They decrease recoil (more weight out on the muzzle end, though they might add a little to muzzle sway for the same reason), and DO NOT reduce cartridge performance. The exception being the weapon operator using subsonic ammo. I'm using one primary mod compendium from this site, with elements of two others; I've rolled into the primary. Based on 30 + years of security work and all the weapon stuff that went with it (that's me in my avatar, carrying one of the 249s I was issued on a project in Afghanistan), I've adjust the recoil on a number of the game weapons. In the end though; I've "guesstimated" recoil to reflect my own experience. From your comments on editing game files, I assume you know how to, and are using one of the Dunia 2 gibbed tools editors? And, you've already unpacked the patch.dat and patch.fat files, created a patch file, and know about tweaking individual file entries and putting it all back together? In any event...................I adjusted recoil by going to: C://Program Files x86/Ubisoft/FarCry3/data_win32/patch/worlds/fc3_main/generated/entitylibrary/weaponproperties/FC3/whatever weapon I want to edit with notepad. I hit control F, and search for: recoil Find the line: "fVerticalRecoilPerShot" then adjust the recoil number up or down (smaller number = less recoil). You'll notice left and right recoil numerical values in the two lines immediately above the vertical recoil value............................I've left mine alone, but obviously they can be tweaked too. Range values are in the same file. Hit control F, and search for: CommonProperties Then look for these two lines: vectorEffectiveRange" type="Vector2">1,200</field> vectorEffectiveRangeIS" type="Vector2">200,500</field> These two lines are from my AK47 weapon property file. The number 1 is the beginning range in meters (100% power), the 200 in both lines is the range in meters I've "guessed" the bullet has dropped off to 50% power, and the 500 cut off range where I've "guessed" the bullet has dropped off to 10% power. Then hit control F again, and search for: RangeMultipliers There are four sets of parameters for these. Each set corresponds to one of the four game difficulty levels. As I only play on the hardest difficulty setting I modded the fourth set of RangeMultiplier parameters and left the first three set alone. The set I modded is: Range MultiplierInfamous Which ever set/s you mod; look for these lines: <object name="RangeMultiplierInfamous"> <object name="RangeMultiplierDifficulty"> <object name="RangeMultiplier"> <field name="fStartMultiplier" type="Float32">1</field> <field name="fEndMultiplier" type="Float32">1</field> <field name="fMinRange" type="Float32">1</field> <field name="fMaxRange" type="Float32">200</field> </object> <object name="RangeMultiplier"> <field name="fStartMultiplier" type="Float32">1</field> <field name="fEndMultiplier" type="Float32">0.50</field> <field name="fMinRange" type="Float32">1</field> <field name="fMaxRange" type="Float32">200</field> </object> <object name="RangeMultiplier"> <field name="fStartMultiplier" type="Float32">0.50</field> <field name="fEndMultiplier" type="Float32">0.10</field> <field name="fMinRange" type="Float32">200</field> <field name="fMaxRange" type="Float32">500</field> As you can see there are 3 sets of the same parameters, I've left the first set alone, and modded tht second two sets to conform to the range and bullet power factors I cited above for the two lines in CommonProperties. I'm not sure I've done this correctly as looking at the three sets of parameters right now; it seems it would have made more sense to have set range and power factor values for all three sets of parameters. I'm self taught and based my original two parameter set range/power mods on a post by Inarkin (or someone else who knew what they were doing) on page 162 in the FC3 Ubisoft forum. That info may have been bumped back to who knows what page by now....................think I'll look at it again tomorrow, then I may have to readjust all my range and power factor mods! &^(($$^!!!! LOL! Hope this is what you were asking, and this helps as I'm not much of a modder. Good luck! Oh yea..................you asked about scopes, sights, 'n *hit. That's in: C://Program Files x86/Ubisoft/FarCry3/data_win32/patch/worlds/fc3_main/generated/entitylibrary/gadgets/FC3/whatever gadget/weapon category I want to edit.
  6. Funny you should mention some of the "realistic" touches you'd like to see, or have implemented. I'm very similar in my FPS preferences, but I think it's likely we're in the minority. I've never used the syringes (except health, and I've only got the base three my character gets at the game beginning). Bleep that glows in my sight? Really?! Not for me. The whole "crafting" RPG element is badly out of place in a game like FC3 in my book..........................got no real use for it. Besides the "syringes" here's the things that don't make any sense to me in FC 3. Weapons & equipment acquisition: If you're really providing a life saving service to the locals; say freeing them from a blood thirsty pack of pirates/privateers, who've been raping, pillaging, killing, and enslaving them for years..........you're not gonna have to buy weapons, ammo, and kit from them. They'd be too happy to give you what ever they have access too. I can see some sort of necessary in game mechanism to acquire some things the locals don't have, but that would be more like raids on Vaas'/Hoyt's armories to steal their stuff (as in the lumber camp stash you have to blow up on N Island). That would be a much more plausible weapon acquisition story element to me. Secodnly what's up with the goofy crafting your holsters and ammo kit mechanism??? Seriously??? You can buy all the weapons you've unlocked; with loot you've acquired, but the locals can't get nylon LBE, plate carriers and such???? I've worked five contractor gigs in different locations (that's me in Afghanistan in my avatar); every one had shops loaded to the gills with tactical clothing, LBE, plate carriers, pouches, you name it. If FC 3 has buyable guns (see immediately above), then buyable nylon kit would be there too. Not a dopey craft your own story mechanism. Weapons performance: Vanilla guns are LAME, and very imbalanced. It seems many FC3 players/modders are in agreement to that; given the number of mods that stepped up weapons performance, and/or modded ammo piercing specs, and enemy NPC wound specs (very primative comapared to the ARMA series damage modeling). I'm not sure what level of ballistic protection the Dev's intended with the privateer body armor. The FC 3 world would be a hot humid environment that would limit how much anyone would want to wear full time. Drug and slave empire: Not without SERIOUS bribery of the local government. Governments are very jealous of their monopoly on power, violance, and trade (however unsavory). NO WAY would Hoyt/Vaas be operating without the protection/sanction of someone in the areas government (Provincial Governor, General, Minister of the Interior, etc). Maybe the Devs ignored that aspect, or maybe it's implicit in the story, rather than expressed. Pseudo Open Game World: Only when we're "freestylin", certainly not during the main missions; which are some of the most canned, confining, and linnear of any I've ever played. The least enjoyable aspect of the game for me. I'd have prefered the multiple path to mission completion capability for all the main missions. Even including game "ending breakers", e.g. killing Vaas or Hoyt if yu can get to them at any time. Don't get me wrong..................FC3 is still one of my all time favorite games. The Devs did a fantastic job of combining a nmumber of very good elements from the first two games into FC3. Some of my complaints are obviously storyline elements, and not really game mechanic elements as you've concentrated on. Just sayin.................... Anyway, I have taught myself to use the gibbed tools thingy and have addressed a number of my dislikes by tweaking many elements of the last version fo the 30 Days mod (for my own personal use! I never let anything I've done leave my hard drive via any means!), as well as rolling in some elements of Ziggy's and the more recent Fast Travel mods. Glad to see from you post other people are still enjoying the game!
  7. What file/s are the store weapon prices located in? What program/s open that file type? TY! And while I'm at it..............what file is the player game start ammo limits in? Thanks again!
  8. Just voted (no) in the poll. I'm sure your material is good, however it assumes a base level of modding knowledge that far exceeds mine. While I'm familiar with notepad ++ (meaning I know what it is), I really have no idea how to use it (your reference to macros and such blew right by me). And, I have NO idea how to use a hex editor. If I had someone competent sitting here with me, to coach me through it a couple of times; correcting mistakes, I'm sure I'd be OK at it. Hope this feedback was useful. BTW: I've enjoyed your mods used in the 30 Days FC 3 mod compilation. Thanks for the great work! BTW: My fallback position on this thread/mod topic is to scope out your instructions, find the FC 3 file that contains the instructions for which pirate/merc carries a given weapon type. I'm going to take that file from a different mod compilation, over write the same file in 30 Days, then repack everything and see if it works. None of my weapon tweaks, or this weapon type effort here will ever leave my HDD in anyway. They're for my personal only.
  9. All I've done is tweaked some weapon stats in another guys mod (for my use only). So I'm no expert; generally speaking......................as long as you mod only single player files.......................you're OK. Good luck!
  10. Disregard on the help request. I figured it out......................I wasn't making a single mistake repeatedly........................I was making several small mistakes, a different one each time I made another attempt at tweaking the 30 Days weapon stats. All better now; everything working fine. Thanks G1000 for the tip on not needing the attachments.raw file................that was the first problem I solved due to your advice!
  11. Besides the patch.dat and patch.fat being placed in the data_win32 folder.........................isn't there another .dll file of some sort in the Schwarz 1.4 mod that is supposed to be installed in the Ubisoft/FarCry3/bin folder? Most of these mod compilations have that as well. Good luck! UPDATE: Disregard.....................I just DLed the Swartz 1.4 mod and unpacked it..........................there is no .bin folder and .dll file in that particular mod. My bad!
  12. Thanks for the reply. I missed a step from the tutorial......I did not drag and drop the entitylibrary.fcb (from the unpacked 30 Days patch.dat file) into the GibbedDunia2.ConvertBinaryObject file. That step generates the missing (for me) EntityLibrary foler, the WeaponProperties folder and FC3 with the editable weapon files. So I fixed all that; then used the GibbedDunia2.Pack.exe to repack my 30 Days patch working folder......................which successfully generated new patch.dat and patch.fat files in my data_win32 folder. Now the bad news is................none of my 1911 tweaks appear in game and the 1911 is listed in the store inventories as not being eligible for any attachments. WTBleep!!! I even started a new game................to see if that was necessary.............same result; my 1911 magazine tweak (14 rds base capacity) is not showing up in game (presumably the other 1911 tweaks [base damage, fire rate, and max range] are not working either). :confused: I've restored my 30 Days original patch.dat and patch.fat to my data_win32 folder and the game is running OK. Guess I'll keep working on it. Take care and thanks again!
  13. Hey! Yes, I used the attachments.raw to create a patch folder as demonstrated in the tutorial video. When you say to unpack the 30 Days patch.dat file............................using what to unpack it? I just unpacked it with the unpacker.exe in the Gibbed Dunia 2 tools folder. That created a patch_unpack file in my FC 3 data_win 32 file. Looking in the patch_unpack file I found a bunch of other files including a patch_unpack/worlds/fc3_main/generated/entitylibrary.fcb file. Pretty much the same file chain in the patch folder demoed in the tutorial................"except" in that, there not only was an entitylibrary.fcb file but an entitiylibrary FOLDER that contained a WeaponProperties folder, and FC3 folder that actually held the editable weapon files. The folders and file in yellow above, are not in this patch_unpack file I created by unpacking the 30 Days patch.dat file with the Gibbed Dunia 2 unpacker. Therefore, I can't access the weapon files to edit. Thanks!
  14. Hey! I've been using pandorax357's v3.3 mod (and enjoying the heck out of it). I decided I'd like a little more variation in weapons, so came to this thread. Watched the modding weapon stats tutorial above a couple times; the last time I'd DLed both tools per the tutorial, and followed it along, step by step. I tweaked the 1911 in Pandora's v3.3 mod to mimic a Para Ordnance P14, chambered in Cor Bon 400 for my first effort. Everything went just like in the tutorial with NP. When I fired up FC3 to check out my hot rodded 1911..............I immediately noticed the 30 Day minimalist mini map, health/armor bars had reverted to their vanilla appearance?? When I checked the 1911, it appeared my tweaks had not taken effect (14 rd mag capacity); in retrospect.................that was likely me being an idiot. I had the 10rd increased capacity mag option on my 1911 in my save game; if I'd detached the 10 rounder, I'd probably discovered the 14 rd tweak was there.........what can I say; I'm 'a n00b. :blush: . I replaced the patch.dat and patch.fat files with back ups of pandoras pd & pf files..................my game runs fine. I'm planning on repeating my 1911 tweak attempt later today (time permitting)...........and I'll detach the 10rd mag option to see if my 14rd base mag tweak has taken effect. I've PMed pandora about this, but wanted to solicit additional advice. My question is why would tweak some stats for a single weapon cause Pandora's mod minimap to revert to vanilla in my game, as I don't want to lose that, or any of the other mod features I enjoy so much? Just so no one gets bent out of shape......................any tweaks or changes I make to Pandora's mod compilation will never leave my HDD in any way; they're for my own use and enjoyment only. TY!
  15. Good suggestions; except for C (there is already weapons customization) & D I'm not a fan of RPG style inventories at all.
  16. Uh...............yea....................I knew that. :rolleyes: Thanks!
  17. Can anyone point me to a mod that reveals all the locations on the SR map? Thanks!
  18. Good post! I'm guessing there are quite a few out there yet who don't realise what an intrusive, control freak, money grubbing obnoxious POS Steam is. Your observations vividly illustrate just couple facets of that entity's reason for being and mind set.
  19. I'm DLing the patch now (Steam+Central Iraq=slowwww), and I saw the 295.51s at nvidia this am....................I'll have to start the DL when I go to bed tonight and let it run due to the file size, and my connection speed (or lack thereof!). SS do look nice though! Looking forward to the updates and CK!
  20. I'm playing as a Khajiit; so following a questline to turn into a dog..................seems kinda stupid. I 've played up to where Farkus and I had to dungeon crawl so I could retrieve a "whatever" for the companions ; then switched over to the main quest line. Which also makes no sense for a non human character................not sure if I'll play though it either. Need to pick a human character on my next play through.
  21. Sorry to hear some have had retrograde performance.; the 1.3 update doesn't seem to have affected my game that way...............still running great.
  22. No, I haven't. I wondered if some sort of quest/mission chain wasn't maybe a requirement. Thanks for the response!
  23. I've bumped into Ma' ik the Liar, not anywhere near where you did. Gotta admit nothing real weird like PB & Babe has showed up in game yet. Hope to see them soon!
  24. Barbus did the same thing to me (except the getting pushed off the cliff part :laugh: ! I completed the quest, DID NOT kill the dog, and made good 'ol Clavicus give me his helmet in the end! That was my last play through.................I made myself swear not to get caught up with that quest again, and I'll be damned to a no doubt a Daedric Hell of some sort :devil: , if I didn't speak to the Falkreath (I think) black smith (intending only to ask what he had for sale) this play through........my memory to avoid the black smith at all costs likely fogged by the couple of toddies I had before/during playing. My bad! I've avoided Falkreath since though, lest I run into good 'ol Barbus again!
  25. I've discoverd the Nightingale (I think it was called a Hall--don't remember exactly right now), a very short distance SW of Riften, marked by a cave symbol on my ingame map and HUD, and a monolith stone with a NIghtingale ectched on it in game. When I'm there I can't detect any discernable entrance.........when I approach the NH cave icon on my HUD, it slides to either L or R of center as I approach, and when I turn around the HUD cave icon is there again (as if I've walked over the entrance. This is the second such icon/location I've discovered in SR ( the other being on the shore of the northern ocean; between Dawnstar and Winterhold). Can anyone tell me what's up with theseinvisible place entrances, and more importantly what do I need to do to access the Nightingale entrance (i.e. is it something to do with completing or at least participating in the Thieves Guild quest's in Riften?) TY!
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